Willem-Paul Brinkman, Gavin Doherty, A. Gorini, A. Gaggioli, Mark Antonius Neerincx
{"title":"Cognitive engineering for technology in mental health care and rehabilitation","authors":"Willem-Paul Brinkman, Gavin Doherty, A. Gorini, A. Gaggioli, Mark Antonius Neerincx","doi":"10.1145/1962300.1962360","DOIUrl":null,"url":null,"abstract":"The use of technology, such as virtual reality, electronic diaries, multimedia, brain computing and computer games, to support the care and rehabilitation of patients affected by mental disorders is a relatively new and advancing research area. In this workshop, researchers, developers and mental health professionals will present and discuss their latest work, with a focus on cognitive, emotional and ergonomic aspects on issues as acceptance, usage, experience and accessibility of these innovative technologies.","PeriodicalId":115733,"journal":{"name":"Proceedings of the 28th Annual European Conference on Cognitive Ergonomics","volume":"10 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2010-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 28th Annual European Conference on Cognitive Ergonomics","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1962300.1962360","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3
Abstract
The use of technology, such as virtual reality, electronic diaries, multimedia, brain computing and computer games, to support the care and rehabilitation of patients affected by mental disorders is a relatively new and advancing research area. In this workshop, researchers, developers and mental health professionals will present and discuss their latest work, with a focus on cognitive, emotional and ergonomic aspects on issues as acceptance, usage, experience and accessibility of these innovative technologies.